class_name ShapecastWeapon extends Weapon @export var shapecast: ShapeCast3D @export var range_debug_indicator: CSGSphere3D @export var status_stats: StatusStats @export var particles: GPUParticles3D var attack_range: float = 0.0 func _ready() -> void: super._ready() attack_range = stats.get_attribute("Range") range_debug_indicator.radius = attack_range shapecast.shape.size.z = attack_range shapecast.target_position = -hero.camera.basis.z * (attack_range / 2.0) func _process(delta: float) -> void: super._process(delta) particles.emitting = trigger_held func shoot() -> void: super.shoot() for index: int in shapecast.get_collision_count(): var target: CharacterBody3D = shapecast.get_collider(index) if target: var target_hitbox: Hitbox = target.shape_owner_get_owner(shapecast.get_collider_shape(index)) if target_hitbox is Hitbox: hit(target, target_hitbox) if Data.preferences.display_self_damage_indicators: spawn_damage_indicator(target.sprite.global_position) networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox)) func build_status_object() -> StatusEffect: var status: StatusEffect = StatusEffect.new() status.stats = status_stats return status func hit(target: CharacterBody3D, target_hitbox: Hitbox) -> void: target_hitbox.damage(damage) target.status_manager.add_effect(build_status_object()) @rpc("reliable") func networked_hit(target_path: String, target_hitbox_path: String) -> void: var target: CharacterBody3D = get_tree().root.get_node(target_path) as CharacterBody3D var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox hit(target, target_hitbox) if Data.preferences.display_party_damage_indicators: spawn_damage_indicator(target.sprite.global_position)